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<div class="title">Class List</div>  </div>
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<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacesmall3d.html" target="_self">small3d</a></td><td class="desc"></td></tr>
<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_binary_file.html" target="_self">BinaryFile</a></td><td class="desc">Native model file loader. The model file loaded has to have been produced by converting a file in a supported format to a <a class="el" href="namespacesmall3d.html">small3d</a> native binary file using the format converter program, s3dfc, produced by this project's build scripts, for example by running s3dfc car.glb car.bin (this would convert a car gltf (.glb) model file to a native binary model file) ATTENTION: Unfortunately the native binary files have issues across architectures. So for example binaries created on Windows do not work on Linux. They need to be created and tested separately for each </td></tr>
<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_bounding_box_set.html" target="_self">BoundingBoxSet</a></td><td class="desc">Set of bounding boxes for a <a class="el" href="classsmall3d_1_1_scene_object.html" title="An object that appears on the 3D scene. It is made up of a Model, together with information for posit...">SceneObject</a>, calculated based on the vertices of a <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> </td></tr>
<tr id="row_0_2_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_file.html" target="_self">File</a></td><td class="desc">Abstract file parser class </td></tr>
<tr id="row_0_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_glb_file.html" target="_self">GlbFile</a></td><td class="desc">.glb (glTF) file parser class. It can load meshes, textures and linear animations from samplers with a common input (the rest are ignored) </td></tr>
<tr id="row_0_4_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_image.html" target="_self">Image</a></td><td class="desc">An image, loaded from a .png file, which can be used for generating textures </td></tr>
<tr id="row_0_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_logger.html" target="_self">Logger</a></td><td class="desc">Used for logging through macros (LOGERROR, LOGDEBUG, LOGINFO) </td></tr>
<tr id="row_0_6_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_material.html" target="_self">Material</a></td><td class="desc">A 3D model material </td></tr>
<tr id="row_0_7_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_0_7_" class="arrow" onclick="toggleFolder('0_7_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_model.html" target="_self">Model</a></td><td class="desc">A 3D model. It can be loaded from a <a class="el" href="classsmall3d_1_1_wavefront_file.html" title=".obj (Wavefront) file parser class. The file format has to be somewhat specific, with triangulated fa...">WavefrontFile</a> or <a class="el" href="classsmall3d_1_1_glb_file.html" title=".glb (glTF) file parser class. It can load meshes, textures and linear animations from samplers with ...">GlbFile</a>. It can also be constructed procedurally by code, by inserting values to the appropriate member variables </td></tr>
<tr id="row_0_7_0_"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structsmall3d_1_1_model_1_1_joint.html" target="_self">Joint</a></td><td class="desc">Animation joint </td></tr>
<tr id="row_0_7_1_" class="even"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structsmall3d_1_1_model_1_1_joint_animation.html" target="_self">JointAnimation</a></td><td class="desc">Animation for joint </td></tr>
<tr id="row_0_7_2_"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structsmall3d_1_1_model_1_1_joint_animation_component.html" target="_self">JointAnimationComponent</a></td><td class="desc">Animation component for joint </td></tr>
<tr id="row_0_8_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_renderer.html" target="_self">Renderer</a></td><td class="desc"><a class="el" href="classsmall3d_1_1_renderer.html" title="Renderer class (OpenGL 3.3 / OpenGL ES 3.0)">Renderer</a> class (OpenGL 3.3 / OpenGL ES 3.0) </td></tr>
<tr id="row_0_9_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_scene_object.html" target="_self">SceneObject</a></td><td class="desc">An object that appears on the 3D scene. It is made up of a <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a>, together with information for positioning, rotation and collision detection. Skeletal animation is supported if contained in the <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a>. Otherwise, frame based animation can be used if the <a class="el" href="classsmall3d_1_1_scene_object.html" title="An object that appears on the 3D scene. It is made up of a Model, together with information for posit...">SceneObject</a> is constructed with a vector of Models, each of which will be used as an animation frame </td></tr>
<tr id="row_0_10_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_sound.html" target="_self">Sound</a></td><td class="desc">Class that loads and plays a sound from an ogg file, or a native sound file. In the latter case, the file loaded has to have been produced by converting an .ogg file to a <a class="el" href="namespacesmall3d.html">small3d</a> native binary file using the format converter program, s3dfc, produced by this project's build scripts, for example by running s3dfc engine.ogg engine.bin (this would convert an engine sound .ogg file to a native binary sound file) ATTENTION: Unfortunately the native binary files have issues across architectures. So for example binaries created on Windows do not work on Linux. They need to be created and tested separately for each </td></tr>
<tr id="row_0_11_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classsmall3d_1_1_wavefront_file.html" target="_self">WavefrontFile</a></td><td class="desc">.obj (Wavefront) file parser class. The file format has to be somewhat specific, with triangulated faces and containing the normals. Such a file can be exported from Blender for example (see blender.org). From the file menu, select Export &gt; Wavefront (.obj). Then from the "Export OBJ" menu, only select "Write Normals", "Triangulate Faces" and "Keep Vertex Order" </td></tr>
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